
Research Article
GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacy
@INPROCEEDINGS{10.1007/978-3-030-78448-5_10, author={Marcelo Salaberri and Mait\"{e} Gil and Cristina Sylla}, title={GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacy}, proceedings={Design, Learning, and Innovation. 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings}, proceedings_a={DLI}, year={2021}, month={6}, keywords={Gamification Interactive story apps Multimodality Children playful learning}, doi={10.1007/978-3-030-78448-5_10} }
- Marcelo Salaberri
Maitê Gil
Cristina Sylla
Year: 2021
GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacy
DLI
Springer
DOI: 10.1007/978-3-030-78448-5_10
Abstract
Interactive story apps are becoming popular, especially among children. Due to its multimodality, interactive story apps offer a good opportunity to promote the development of cognitive and language skills. Here, we present the theoretical framework and the initial design decisions that support the development of a pedagogical game, which aims at enhancing students’ reading competences related to multimodal texts. The game complements Mobeybou in Brazil, an interactive story application directed to pre and primary school children and a digital manipulative that aims at promoting young children’s literacy, especially focusing on the development of language and storytelling competences in the context of multiculturalism. The development of the game follows a design-based research methodology and a user-centered approach. The conceptualization and the development of the game, as well as of the Mobeybou story app, are informed by theories of embodiment, socio-constructivist and constructionist theories, as well as multiliteracies and multimodality theories.